So how could you fix that? How could you develop something unique without joining mod teams that may fail from team drama that happens way too often? In this article, I propose one solution.
Start small.
That's right. Start small. Develop that clone, and get it working with as few bugs as possible. Don't bite into the entire watermelon. Just bite off a small piece and work on that. Keep it simple and functional and *fun*. For a designer, a fun game is more important than a pretty game.
Build on that game, one feature at a time.
Doing this will help you learn many aspects of full time game development. You'll learn to branch off experimental code from working, compiled code, so you don't break the entire build after adding another hundred or two lines.
You'll learn to schedule tasks and how important iteration is. Try something that doesn't work? Delete the branch and start again from the core game.
Play test each new feature before adding the next.
This one is extremely important. You need to discover if that added feature adds to your game, or takes away from it. Does it fit into the flow of gameplay well? Is it interesting? Do you encounter the feature enough while playing? Too often? Not often enough? Such questions can only be answered through constant play testing.
Save separate builds of your game to not lose your work.
This is also crucial from a data standpoint. Full time studios do this so they don't lose weeks, months or years of work. You'll be creating backups of not only your work, but previous builds that may lack a bug you're encountering in your current build. When you are in the debug stage of development this will save you many moments of pulling your hair out.
Starting small and adding features gradually will help you break down a larger project into more manageable chunks. It will let you have a working, compiled build for your portfolio instead of having excuses for 'It's not ready to play yet but it will be.'
Studios do not have time for excuses. They want tangible results. Deliver them.

